export default /* glsl */`
uniform vec3 shadowColor;
in vec2 vUv;
vec2 center = vec2(0.5, 0.5);

void main()
{ 
  float dist = 2.0 * length(vUv - center);
  float ratio = 1.0 - sqrt(dist); // pow(dist, 0.3)
  gl_FragColor = vec4( shadowColor, ratio );
}
    `;
